Author Topic: Hatshepsut  (Read 174456 times)

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Offline blowfish

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I just checked the triangulated main body.
C4d counts just under 20k triangles.
Including all submodels (without turrets), 35817 triangles.
The 144k probably comes from adding up the polycounts of all 4 versions in the file.

Alright.  I didn't realize that they were all in the same file.  My mistake :)

 

Offline Aardwolf

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Good luck with your continuing work on her, ragingloli!

 
http://www.threadbombing.com/data/media/2/face_melt.gif

**Edit: I think this is supposed to be a compliment, but some might find it a little disturbing. Zacam.
« Last Edit: December 06, 2009, 09:56:39 pm by Zacam »

 

Offline Commander Zane

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Offline pecenipicek

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:nervous:



:warp:


[update]




@ragingloli, if you want the C4D files for these renders, i'll send em back
« Last Edit: December 07, 2009, 01:22:50 am by pecenipicek »
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Offline Dark RevenantX

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This thread in a nutshell:  Daaaaamn.

 

Offline Galemp

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Yeah I'd say that's an improvement over retail.
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Offline Narvi

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Juuuuuuuuuust a bit.

We must praise him with great praise.

 

Offline Commander Zane

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Sweet merciful crap...
Arm it!

 

Offline Syder

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I just imagined this beauty appearing for the first time in Surrender, Belisarius!..  :eek:

 

Offline 0rph3u5

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 :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw:

Perfect job! - Cant wait for it to be finished
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Offline Vip

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I can't even begin to express how awesome this Hatshepsut is :eek:
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Offline Commander Zane

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I just imagined this beauty appearing for the first time in Surrender, Belisarius!..  :eek:

Awwwwww, yeah. ;7

What exactly is smoothing out all of the corners on that update? It looks awesome with smoother corners but in some areas like the crevices at the bow it really looks messed up.

  
I don't know what he did. But it looks like he applied polygon displacement or a hyper nurbs object. It does look quite messy.
« Last Edit: December 07, 2009, 08:58:39 am by ragingloli »

 

Offline pecenipicek

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Sub polygon displacement. more of a test how it'd work out :p



also, it managed to crap out one of my pc's...
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Rodo

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It's a lovely model, I think I might cry like a baby if I get to see this ingame.
el hombre vicio...

 

Offline Commander Zane

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If I get to see this before I'm in Iraq next month, I'm definately crying like a baby. :P

 

Offline Bobboau

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it might not be a bad idea to put the wip ingame to see how well it performs, it sounds like it's using 1000 poly subobjects, which should split things up fairly optimally, but that does sound like a lot of polygons. though since it is wip it would be a bad idea to try and set up any game data as the subobject hierarchy is still likely to change.

ragingloli, have you considered modeling in some interior geometry under those huge windows? :evil:
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Offline Snail

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ragingloli, have you considered modeling in some interior geometry under those huge windows? :evil:
That would be nice.

 
You mean the huge lights on the back, right? Actually I considered it when I started the model, but abandoned that thought later because I thought it was too much of a hassle. And besides most of the space that would be required for that geometry is now used up by the internal fighterbay. I could punch holes into the hull and into the fighterbay and seal it off with transparent glass, but if at all, that would be a modification at the end when the model is finished. Right now I am working on the debris and it is giving me some trouble because of the symmetry of the model and the asymmetric nature of the future scorched textures for the debris so I will have to make new textures and rearrange the UVs for them.

Here's the first one btw: